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The rook cannot jump over pieces. The rook may capture an enemy piece by moving to the square on which the enemy piece stands, removing it from play. The rook also participates with the king in a special move called castling, wherein it is transferred to the square crossed by the king after the king is shifted two squares toward the rook.
It served to combine the rook's move and the king's jumping move into a single move. [ 16 ] In Rome, from the early 17th century until the late 19th century, the rook might be placed on any square up to and including the king's square, and the king might be moved to any square on the other side of the rook.
A special move with the king known as castling is allowed only once per player, per game (see below). A rook moves any number of vacant squares horizontally or vertically. It also is moved when castling. A bishop moves any number of vacant squares diagonally. (Thus a bishop can move to only light or dark squares, not both.)
A move that attacks the king must be parried immediately; if this cannot be done, the game is lost. (See § Check and checkmate.) A rook can move any number of squares along a rank or file. A rook is involved in the king's castling move. A bishop can move any number of squares diagonally.
If it gets to one of the squares marked with "x", the king can move next to the pawn and the rook can capture the pawn for a draw. Otherwise, the king needs to stay on the squares marked with dots: g7 and h7. The reason is that if the black king is on another rank, the white rook can check and then the pawn promotes and wins.
The rook can block it, but as soon as the rook moves elsewhere, the pawn can advance. In addition, as the pawn advances, the space the rook can move to attack it continues to shrink, while the range of the white rook increases. Thus, a rook is better-placed behind one's own pawn.
The rook can move any number of steps, but only vertically; the bishop can move any number of steps, but not vertically. The queen combines the moves of the rook and the bishop, and thus can move any number of steps in any orthogonal direction (identical to Gliński's rook).
The very first opening moves in most games are pawn pushes. In particular, most games start with two types of pawn pushes. A player can move the rook pawn forward (P-26) as the first type of pawn push, or, more commonly, advance the seventh file pawn to open the bishop's diagonal for attacking (P-76) as the second type of pawn push.